Let's get a proper colletion of cheese strats that we all do for various reasons. I don't want any discussion of the ethic and moral properties of cheese here, we have other threads for that.
The definition of a cheese is an extremely high risk/reward tactic that is very specific in execution. Thus I would like, if you feel for it, detailed build orders of each cheese.
If you have improvements on mine do tell... I'll add yours to the list too
Normal cheeses
ZvX 4 pool (for lulz) 6 extractor (gas steal) 5 extractor (gas steal) 4 pool Lings.. if you win be sure to tell your awesome strategy
ZvZ 6pool spine push 6 pool drone drone (so you have 7 food) 6 lings + move out with 1 drone exactly when making the lings, because the lings are much faster Move out another drone a little bit before you're inside the other zerg's base Build spine while defending it with lings. If the opponents lings goes for the spine, then attack them, else just run around with lings and buy time for the spine to finish
ZvP 7 pool econ - thanks to Mindspider
7 Drone 7 Pool 8 Drone 9 OL 10 Drone
ZvP - baneling timing attack - thanks to purerythem 13 gas 13 pool drone to 15 queen, ling speed when ling speed is half way done drop baneling nest push out to opp's base just before speed finishes. speed + bling nest will pop almost simultaneously. you should have enough gas to make 8 blings, bust and rally lings.
TvX Ultrafast banshee - thanks to ShadowDrgn 10 gas 10 rax 11 depot 11 factory resume scv production and make a marine to kill scout 15 starport 16 tech lab (on factory or rax for float) 16 depot 16 banshee 20 OC
TvX 3-rax cheese (all in rush) 9 rax 9 scv (stop scv production here, 10 is max) 10 depot rally rax to your ramp to deny scout. Now ONLY build marines 11 rax 13 rax 16 depot rally all rax to a marine, push out with 6 marines pump marines and try to win
TvP/TvT scrap station planetary fortress rush 7 gas + put guys on gas asap 11 engineering bay When you have 150/150 load 5 scvs and move the other 2 manually to opponents base. Be sure to have some excess gas for repairing the PF Fly to opponents base Upgrade to PF and mine opponents minerals with your own scvs Load scvs into PF if they get focused
TvP THOR IS HIER SUPERFAUST (LOL), 2p map req 6 scv 7 scv 8 gas + 3 workers ASAP 8 scv 9 scv 9/10 rax in base + send one scv to proxy factory 10 factory + rally to opponent's base 10 supply depot in base 10 armory at the factory proxy 10 tech lab 10 Thor + mine about 100 min / 50 gas for Thor repairs and then move your SCV's to your factory or to intercept the thor
The strength of the fast thor is that the build looks almost normal, so any scouting may not detect cheese.
TvT fast reaper - thanks to BlasiuS 6/7/8 barracks 6/7/8 gas, 3 SCVs on it immediately when done @ 100% barracks, tech lab @ 100% tech lab, reapers 10 depot @ 150 minerals, OC transition
[b]TvX BBS - thanks to Inkarnate
10 Proxy Rax 11 Proxy Rax 11 Supply Pump marines, use scvs to tank or build bunkers.
PvX generic zealot rush thanks to ScDeluX Save all chrono boost 10 pylon 10 gate 11 gate Zealot
PvX korean 4 warpgate - thanks to Plexa Chronoboost your nexus as soon as possible, do not chronoboost again 10 pylon (scout) 10 Gateway 13 Assimilator (mine with 3 workers until you have 50 gas, pulling one worker off at 44, another at 48 and the last at 52) 15 Core (gas should be finished about now), when this completes begin warpgate and chronoboost continuously Continue probing to 18 At 18 add three gateways When warp is about 75% done start building pylons in the other guys main (4 is a good number)
Then block zergs entrance with two pylons and place cannons behind the pylons. Keeps him in the base for a while hehe.
TvX fast banshee econ - thanks to ShadowDrgn 10 gas 10 rax 11 factory 11 OC 11 depot 11 starport 12 marine 14 tech lab 15 banshee 18 depot more scvs, second gas, marines/hellions as desired banshee at 5:30 or so with 16 scvs and about 200 more minerals, but the marine is much later and won't be able to prevent a scout. Much easier to get your second gas for fast cloak in this variation too. If you wall with the rax and factory and build the starport in the middle of your base, you can prevent scouting that way I suppose.
6/7/8 (proxy) barracks 6/7/8 gas, 3 SCVs on it immediately when done @ 100% barracks, tech lab @ 100% tech lab, reapers 10 depot @ 150 minerals, OC transition
You can make bunker outside opponents natural (zerg), or in opponents base within range of workers/building (protoss) to further pressure your opponent.
This can range from a super-allin (proxy 6 barracks + bunker), to simply delaying your econ a bit (in-base 8 barracks)
I've done this at low-mid diamond about 30 times (400ish rating)
TvT (req 2 player map)
Proxy 7 rax marine
build 1 scv and send one initial scv to outside opponent base 7- rax and scv 8 - scv 9 - depot and marine when rax finishes rally working scv to opponent base to harass his rax scv send 2 scv from main to his main to bunker and continue harass constantly pump rines
The nice thing about this you don't have to do much dmg and it will get you ever so slightly ahead if you can force him to get off his minerals with at least 4 scvs, Then I transition into cloaked banshees are a bigger 4 rax all in.
I don't mind at all i thought it kinda fit the definition of cheese of a built that works if not scouted.
I unfortunately lost to it because it was steppes and he had pylons everywhere so i was thinking it was going to be mass cannons into void rays. So i went to mass stalkers and was prepared for a more of a mid-late game while he just rushed zeals.
On August 10 2010 01:44 manicsquare wrote: Is this the game on DO where he just contains the guy in his base. If not then can you please provide a link for the game because i'm interested now.
He used it twice on KOTB finals vs Idra and succeded once.
Go on blip.tv/day9 and search history. Cant link it i'm at work sry.
yeah i know that this is what some guy did against me
Why would you post it then if you know its trash...
Anyway has anyone been successful with cannon rushes (Diamond plz)
The one viable one ive seen is Tester 2 pylon at enemy choke and 1 cannon vs Z.
It's not much of a cheese anyway cause its not meant to kill your opponent but just deny the FE
On metalopolis you can pylon below the enemy's mineral line and and build cannons on the elevation after you've built one below. Then you can place two pylons at his ramp to prevent any retaliation while you build gates at your main.
Now you've successfully stop your enemy from mining with 2~3 cannons. I don't even know why I'm sharing this.
Yeah aya doesn't matter with me just thought it was weird and random cheese i would throw out for people to see.
Then going on to the DO contain cheese I agree when he says it's not really cheese and more of a contain so shouldn't be put up but it is still pretty cool.
the at gogo if you want to see something like it look for cauthonluck vs idra on i believe mlg's channel. If somebody could link it that would be great because right now youtoube won't open up on my laptop
On metalopolis you can pylon below the enemy's mineral line and and build cannons on the elevation after you've built one below. Then you can place two pylons at his ramp to prevent any retaliation while you build gates at your main.
Now you've successfully stop your enemy from mining with 2~3 cannons. I don't even know why I'm sharing this.
I'm having trouble with successful cannon rushes too, but this seems to work well. Cannon rushes are extremely map specific in it's execution. On LT you can also hide a pylon very well at the natural and then cannon on the high ground
11 gate, 13 gas, core asap, 50 gas, 3 more gates, pull probes out, research warp gate, in base proxy pylons, mass lots!
Yay, wins everytime. Fix Blizzard.
please tell me this is a troll and second that is basically a zeal rush not really a cheese.
Building no defenses so you can get four warp gates up, having no probes in gas after 50, building a bunch of proxy pylons in your opponents base, saving all chronoboosts for one building, and warping zealots into their mineral line isn't cheese?
what has already been posted in these forums, and what me and my friends do with alot of success in 2on2 and 3on3 games is the good ol 6 rax: 10 depot 12 rax 15 OC 15 depot to finish wallin 15 marine(keep pumping) keep pumping scvs until you have close to 750 minerals, then make 5 rax at once hotkey all raxes and rally to one point and then spam "aaaaaaaaaaaaaaaaaaaa" go to opponent and win especially powerful in 3v3 etc, since no single guy can defend vs one guy controlling like the first 30 marines, while the 2nd player gets to control a 2nd group of 30 marines and so on...
On August 09 2010 22:53 ayadew wrote: TvX Ultrafast banshee 9 depot + gas 11 rax 11 factory 11 starport + tech lab Banshee
There's no reason to build a depot on 9.
10 gas 10 rax 11 depot 11 factory resume scv production and make a marine to kill scout 15 starport 16 tech lab (on factory or rax for float) 16 depot 16 banshee 20 OC banshee at 5:35 or so with 16 scvs
10 gas 10 rax 11 factory 11 OC 11 depot 11 starport 12 marine 14 tech lab 15 banshee 18 depot more scvs, second gas, marines/hellions as desired banshee at 5:30 or so with 16 scvs and about 200 more minerals, but the marine is much later and won't be able to prevent a scout. Much easier to get your second gas for fast cloak in this variation too. If you wall with the rax and factory and build the starport in the middle of your base, you can prevent scouting that way I suppose.
What do you want improved? Post that instead of useless comments
unless i'm missing something you can't build a starport until after factory is done
11 factory 11 starport + tech lab
this doesn't mean you start them both at the same time, just that you cut SCV production at 11, then don't make any more SCVs until after the starport is finished. You could also think of that as:
On August 10 2010 03:13 ayadew wrote: I added Plexa's korean 4gate instead.. it's much more powerful, and definitely and all-in cheese
God that stuff is strong. If you 13 gated, your chances of stopping the rush sit at around 5%. Even if you save all chronoboost for warpgate, the opponent can just CB his probes and come out even or ahead in economy.
On August 10 2010 01:44 manicsquare wrote: Is this the game on DO where he just contains the guy in his base. If not then can you please provide a link for the game because i'm interested now.
He used it twice on KOTB finals vs Idra and succeded once.
Go on blip.tv/day9 and search history. Cant link it i'm at work sry.
It was game 1 on Lost Temple, he put two cannons down to wall off the bottom of the ramp to stop the FE and contain the lings. Not sure I would call it cheese but it was brilliant either way. In game 2 he went forge first on Scrap Station but that was just to set up a wall for his expo, I don't think he built any cannons near Idra but it's been a while since I saw that game so I could be wrong.
7 pool: (alternative to 6 pool) well, build pool at 7, two drones till 8, extractor trick to get 6 zerglings out Very small time difference and much better econ
cannon rush: 9 pylon, send that probe to a good location where the enemy is I like 11/12 forge build cannons, while at the same time pumping out more probes and building cannons to d base if need be obv doesn't work very well vs Z with the whole creep thing
There's also the DT/Voidray rush, I'm gonna test it to see what gets them out the fastest
Here's what I do: 9 pylon 13 gate 14 gas 15 gas 17 pylon 17 cybernetics core (might want to make a zealot if you need to, I was vs terran and scouted so I didn't) 20 twilight council (stargate here if void ray) 21 gate keep pumping probes and fill both gas' up with 3 probes once they finish while twilight council is being made (or if you have 50 extra gas before hand) research warpgates
13 ext 13 pool drone to 15 queen, ling speed when ling speed is half way done drop baneling nest push out to opp's base just before speed finishes. speed + bling nest will pop almost simultaneously. you should have enough gas to make 8 blings, bust and rally lings.
On August 11 2010 08:36 viraltouch wrote: bump for +1 on worthy of being sticky'd if this is constantly maintained. im sorry but builds on liquidkipedia needs updating to be any useful.
Just want to say you can convert most 2p proxy map cheeses for 4p maps by building your proxies in the middle. Then send you scv to scout A & B while rallying your forces to location C to minimize the average time it takes to find your opponent. (Obviously if you find the opp. at A and B, re rally your troops).
This gets denied by intelligent watchtower usage sometimes, but scouting defeats all cheeses anyways. On the other hand, players will scout you later on 4p maps and do less safe builds assuming that you wont attack so early.
I believe the following are correct. Go ahead and fix any mistakes I made, I haven't used these in awhile (Forge build time nerf from beta might have changed timings a little bit):
PvX Cannon Rush Variation 1 Fastest Cannon Rush Send Intial Probe to Scout Chrono 9th and 10th Probe (To make up for early scout) 10 Pylon in opponent base 10 Forge 10 Cannon, Cannon Continue Probe Production and either move your cannon line up or build proxy gateways.
PvX Cannon Rush Variation 2 Slower Cannons but includes a proxy gateway 10 Pylon in Enemy Base 10 Gateway 11 Forge 12 Cannon, Cannon Start Building Zealots
PvX Cannon Rush Variation 3 Forge in Base, allows some sort of transition should your rush fail. This cheese is not all-in since if you get scouted you only lose a pylon (possibly less if you cancel). 10 Pylon => Scout 11 Forge 12 Pylon in Opponent Base 13 Cannon, Cannon This is a good way to punish Hatch first Zerg Builds. Wait for the Hatch to get to about...60-70% completition before dropping your cannons. This way the Zerg will not be able to cancel and be commited to breaking your cannons at significant losses, or sacrifice his expansion.
Just want to refine the TvP planetary fortress rush on scrap station,
7 gas, 3 scvs on gas asap 11 eng bay lift off with ~160 gas
you liftoff at the same time as the listed build because you're waiting for gas anyway but you have 4 more scvs which you can use to kill probes/repair/mine.
10 overlord -> extract trick (scout) 12 Send another Drone 14 Hatch in Opponent's base 16 Pool 15 Extractor 16 Overlord @100 gas ling speed
Things to Note: -With Your second drone, you attack something inconsequential to draw their attention. MOST players will not be able to tell the difference b/n the 2 drones unless they stick a probe on it, in which case you just play standard. -Try and keep the 2nd drone alive, it'll make things alot easier. If neccessary steal their gas and cancel when nearly done. -When Hatch finishes, get a queen and 1 pair of lings IF your second drone is still alive, if not get a drone. Make 2nd Drone morph into Spine Crawler. Pool should finish when Hatch finishes. -When Queen finishes, IF you judge your creep not to reach their nexus, get a tumour, If they're light on Def, do Inject. If not, save energy for transfusion. -Make Drones/Lings based on your judgement. You'll need about 3 spine crawlers to be effective. Make 1-2 lings to hit mineral line. -All this time, you morph lings from home base and rally to opponents ramp, for chance of sneaking in/prevent counter. -Get another queen in the proxy hatch when you can. -Spine Crawlers has massive range, and deals + dmg to cannons, so it SHOULD be able to take down cannons. Spread creep tumour to prevent terran from building too many bunkers near your spine crawlers. -If they do have bunker up, just reposition. But always have spine crawlers/lings covering each other (ie, don't uproot all). -Don't 4get to morph lings from home base to prevent counter.
If some1 tell me how to post reps, i'll post some of the ones i've managed to pull off =]] -Enjoy.
EDIT: The strong point of this build is, your not cutting drones or getting an early pool so opponent isn't gonna suspect anything. This works best against ppls with bad game sense to realise that your pool is going down VERY late (almost like your planting a hatch somewhere =P). But even then, most high-tiered players SHOULD just be assuming a hatch is being placed down, and go and check expo. If they do that, you'll have enough time to chuck down the pool on most maps. Then, they'll just think your just bad... Suprise is everything =]]
works against T and P one probe to enemy base pylon at 10 inside his base. if he scouts just continue you can still pull it off gateway at 10 forge at 10 chrono 2 probes make pylons as necessary make a cannon and chrono a zealot if he is going to destroy your cannon cancel it keep making probes one at a time when you have minerals. continue to build in your base and get the economic advantage. Keep the pressure on him. make him forget to make workers and piss him off. I love when they call me names if feels so good
Requirements: Scrap Station / Desert Oasis (and some reaper micro)
I have tested this a few times and seems very hard to stop if you land your cc in their base. You will have your CC at his base when he gets his 2nd/3rd stalker.
Build Order: Immediately send 1 scv off toward his base, SCV to 8 Supply 8 Proxy Rax (Be creative with your placement, try not to let him scout it until his scout reaches ur base and goes uhoh) 8 Refinary (3 in gas immediately .... KEY POINT!) 9 scv 9 Tech Lab 9 Engo Bay (do this with your proxy scv at some corner) 10 Reaper 11 Marine Now at this point your engo bay should have finished and you should have about ~80 odd gas mayb a bit more, but more minerals. go build a bunker in his base while you harass with your reaper, if it goes up ... well it gets easier. if not kite the stalkers around once its out, dance around with him. at 150 gas load scvs and prepare for his doom.
The reason why this is more useful than the standard PF rush is beacuse 1: he does not see it coming (no engo bay, he thinks its a reaper cheese) and 2 you actually have a good chance of landing the god damn CC. I have tried the normal PF and all you need to do is park units all over the place then sim city up and gg.
You might want to add 5 rax reaper and marauder/hellion allin. Morrow used them against Idra in the IEM finals to great effect. Replays are available in one of the IEM threads.
On August 23 2010 03:48 EvaristeGalois wrote: You might want to add 5 rax reaper and marauder/hellion allin. Morrow used them against Idra in the IEM finals to great effect. Replays are available in one of the IEM threads.
It's a pretty complex build order and I don't play T.. so if anyone could be kind
Used primarily for ZvZ, but can also be used on non or late walling protoss or terran.
Slush's Baneling rush: 10- pool 10- extractor 10- overlord 10- 6 lings 13- Baneling Nest on 50 gas
Move lings to opponents natural mineral line, once the baneling nest pops, morph them to 6 banelings and go directly for the opponents mineral line. This build works best for ZvZ because on creep banelings move slightly faster than drones, off creep they are slightly slower.
I would like to share one of my favorite strat in ZvP. I called it the ''fake fast expand banneling bust''. Just go standard play, 14 pool 14 extract and when you get scout by his probe, immediatly send a drone to your natural. 90% of Diamond toss players will follow you and try to block your hatch. Now just play with his probe and try to let him think you are trying to put down a hatch. While doing this just mass zerglings in your base but do NOT go and kill his probe so he thinks you are on a crazy eco build. Build a banneling nest asap when you have the gas. Try to deny any scouting with your queen (she should be near the ramp) and max 6-7 zerglings. Most protoss will just build a couple of warpgates and try to finish you quickly. Then try to surprise him with a quick bust. If your opponent is 2-gating or techning, it's usually an auto-win
2v2 Double Terran Marine Push: This build relies on getting a ridiculous amount of Marines early on and pushing at least 1 of your opponents to death right away. Denying scouting is vital, so it's important that you wall your ramp. Depending on the size of the ramp and whether you share it or not, you will both need to use the Individual Choke build order below; one of you can use the Individual and the other can use the Shared, or you can both use the Shared. The timing on this cheese is such that your marine ball of death should arrive before relevant counter techs have come out, such as Siege Tech or Colossi.
My good friend Valhillian and I managed to get into 2v2 Diamond using this and only this not too long ago. We've found that early Siege Tanks can be quite problematic, but this build will demolish most P + X teams. If there is demand, I could try and cast a video of one of our replays.
Invidual Choke - (Keep Producing SCVs throughout) 10 Depot, send SCV to scout & attempt to gas steal from a Terran opponent 11 (late) Barracks (delay SCV) 13 Depot 14 Orbital (delay marine) 16 Double Barracks as Orbital finishes (cut first SCV after Orbital) 21 Double Barracks right before previous two finish 24 Depot (delay SCV)
By the time all your Barracks are finished (roughly 5:20 in-game time), you should be at around 27 supply and have 10 marines out. Start producing more marines and push.
Common Choke - (Keep Producing SCVs throughout) 10 Depot, send SCV to scout & attempt to gas steal from a Terran opponent 11 (late) Barracks (delay SCV) 15 Orbital Command 17 Double Barracks as Orbital finishes 17 Depot 21 Double Barracks right before previous two finish 24 Depot
By the time all your Barracks are finished (roughly 5:30 in-game time), you should be at around 29 supply and have 13 marines out. Start producing more marines and push.
Pushing If your opponents' bases are close together, like on Twilight Citadel, go for a Terran player first. It is absolutely vital that they do not get Siege Tanks up, otherwise your Marine push is doomed to fail. Second, go for the Protoss; snipe the Pylons at his unit-producing structures, then wreck his probe line. Last target is Zerg, who can hold off quite easily with a large drone count, a Queen and the fact that they batch-produce units.
If your opponent's bases are far apart, like on Arid Wastes, it is often easy to kill a Protoss player right away by sniping his critical pylons and mineral line. Secondly, go for a Zerg player, since they can reinforce their allies with speedlings or do a runby on your probe line. Thirdly, go for the Terran, who will most likely be rushing for Siege Tech.
Follow-ups After a few cycles of marines you'll have a few hundred minerals lying around. Expand and take double gas. If you have dealt enough damage, even without wiping out one opponent, the delay on the gas shouldn't matter too much. Have one player go for Marauders / Tanks while the other player goes 3/4-Starport Cloaked Banshees. You should be able to win the macro game at this point.